appendix d: special npcs

10
APPENDIX D | Special NPCs 247 APPENDIX D | Special NPCs 247 ©2016. Wizards of the Coast LLC. Permission is granted to photocopy this page for home game use. Appendix D: Special NPCs Augrek Brighthelm Medium humanoid (shield dwarf), lawful good Armor Class 15 (chain shirt, shield) Hit Points 13 (2d8 + 4) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 15 (+2) 10 (+0) 11 (+0) 11 (+0) Skills Athletics +4, Perception +2 Damage Resistances poison Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish Dwarven Resilience. Augrek has advantage on saving throws against poison. Actions Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts. Roleplaying Information 6KHULŚôV GHSXW\ $XJUHN JXDUGV WKH VRXWKZHVW JDWH RI %U\Q Shander and welcomes visitors to town. She has a good heart. Ideal: ö<RXôOO JHW IDUWKHU LQ OLIH ZLWK D NLQG ZRUG WKDQ DQ D[H÷ Bond: ö%U\Q 6KDQGHU LV P\ KRPH ,WôV P\ MRE WR SURWHFW KHU÷ Flaw: ö,ôP KHDG RYHU KHHOV LQ ORYH ZLWK 6KHULŚ 6RXWKZHOO 2QH day I hope to marry him.” Sirac of Suzail Medium humanoid (Chondathan human), lawful good Armor Class 14 (leather) Hit Points 22 (5d8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 11 (+0) 12 (+1) 13 (+1) 16 (+3) Skills Athletics +4, Insight +3, Survival +3 Senses passive Perception 11 Languages Common, Orc Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sirac carries six darts. Reactions Parry. Sirac adds 2 to his AC against one melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon. Roleplaying Information An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knuck- OHKHDG WURXW śVKHU EXW LQVWHDG IRXQG UHOLJLRQ 7KH PLVEHJRWWHQ son of Artus Cimber, a renowned human adventurer, Sirac KDVQôW VHHQ KLV IDWKHU VLQFH KH ZDV D EDE\ Ideal: “Without duty or loyalty, a man is nothing.” Bond: “Icewind Dale is where I belong for the rest of my life.” Flaw: “I am honest to a fault.”

Upload: vuphuc

Post on 02-Jan-2017

231 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Appendix D: Special NPCs

APPENDIX D | Special NPCs247

APPENDIX D | Special NPCs247

©20

16. W

izar

ds o

f the

Coa

st L

LC. P

erm

issi

on is

gra

nted

to p

hoto

copy

this

pag

e fo

r ho

me

gam

e us

e.

Appendix D: Special NPCs

Augrek BrighthelmMedium humanoid (shield dwarf ), lawful good

Armor Class 15 (chain shirt, shield)Hit Points 13 (2d8 + 4)Speed 25 ft.

STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 15 (+2) 10 (+0) 11 (+0) 11 (+0)

Skills Athletics +4, Perception +2Damage Resistances poisonSenses darkvision 60 ft., passive Perception 12Languages Common, Dwarvish

Dwarven Resilience. Augrek has advantage on saving throws against poison.

ActionsWarhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts.

Roleplaying Information

Shander and welcomes visitors to town. She has a good heart.

Ideal:Bond:Flaw:

day I hope to marry him.”

Sirac of SuzailMedium humanoid (Chondathan human), lawful good

Armor Class 14 (leather)Hit Points 22 (5d8)Speed 30 ft.

STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 11 (+0) 12 (+1) 13 (+1) 16 (+3)

Skills Athletics +4, Insight +3, Survival +3Senses passive Perception 11Languages Common, Orc

ActionsShortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sirac carries six darts.

ReactionsParry. Sirac adds 2 to his AC against one melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.

Roleplaying InformationAn acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knuck-

son of Artus Cimber, a renowned human adventurer, Sirac

Ideal: “Without duty or loyalty, a man is nothing.”Bond: “Icewind Dale is where I belong for the rest of my life.”Flaw: “I am honest to a fault.”

Page 2: Appendix D: Special NPCs

APPENDIX D | Special NPCs248

APPENDIX D | Special NPCs248

©2016. W

izards of the Coast LLC

. Permission is granted to photocopy this page for hom

e game use.

Markham SouthwellMedium humanoid (Turami human), lawful good

Armor Class 17 (splint)Hit Points 58 (9d8 + 18)Speed 30 ft.

STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 11 (+0) 16 (+3) 14 (+2)

Skills Perception +5, Survival +5Senses passive Perception 15Languages Common

ActionsMultiattack. Markham makes two melee attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-get. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Markham carries twenty crossbow bolts.

Roleplaying Information

of few words. Nothing is more important to him than pro-tecting Icewind Dale. He judges others by their actions, not their words.

Ideal: “All people deserve to be treated with dignity.”Bond: “Duvessa is a natural leader, but she needs help.

That’s my job.”Flaw: “I bury my emotions and have no interest in small talk.”

Duvessa ShaneMedium humanoid (Illuskan human), lawful good

Armor Class 10Hit Points 9 (2d8)Speed 30 ft.

STR DEX CON INT WIS CHA 10 (+0) 11 (+0) 10 (+0) 16 (+3) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5Senses passive Perception 12Languages Common, Dwarvish, Giant, Orc

ActionsDagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger.

ReactionsParry. Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon.

Roleplaying InformationThe daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother’s talent for negotiation and her fa-

Ideal: “The people of Icewind Dale are survivors. They can weather any storm.”

Bond: “My mother taught me what it means to be a good leader. I won’t disappoint her.”

Flaw:

Page 3: Appendix D: Special NPCs

APPENDIX D | Special NPCs249

APPENDIX D | Specia

©20

16. W

izar

ds o

f the

Coa

st L

LC. P

erm

issi

on is

gra

nted

to p

hoto

copy

this

pag

e fo

r ho

me

gam

e us

e.

BeldoraMedium humanoid (Illuskan human), chaotic good

Armor Class 12Hit Points 18 (4d8)Speed 30 ft.

STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 16 (+3)

Skills Deception +5, Insight +3, Investigation +5, Perception +3, Persuasion +5

Senses passive Perception 13Languages

ActionsShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Beldora carries ten crossbow bolts.

ReactionsDuck and Cover. Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the at-

Roleplaying InformationBeldora is a member of the Harpers who survives using her

-vivor who shies away from material wealth.

Ideal: “We should all strive to help one another.”Bond: Flaw: “I like lying to people. Makes life more interesting, no?”

Sir Baric NylefMedium humanoid (Illuskan human), lawful good

Armor Class 18 (plate)Hit Points 52 (8d8 + 16)Speed 30 ft.

STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 14 (+2) 11 (+0) 15 (+2) 15 (+2)

Skills Insight +4, Investigation +2, Medicine +4, Survival +4Senses passive Perception 12Languages Common

Brave. Baric has advantage on saving throws against being frightened.

ActionsMaul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Baric carries twenty crossbow bolts.

Roleplaying InformationAs a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil “the Weevil” Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.

Ideal: “Evil must not be allowed to thrive in this world.”Bond: “Tyr is my lord; the order, my family. Through my ac-

tions, I shall honor both.”Flaw:

him happily.”

Page 4: Appendix D: Special NPCs

APPENDIX D | Special NPCs250

Shalvus MartholioMedium humanoid (Turami human), neutral

Armor Class 13 (leather)Hit Points 27 (6d8)Speed 30 ft.

STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 14 (+2)

Skills Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4

Senses passive Perception 12Languages Common, Elvish

Sneak Attack (1/Turn). Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally

disadvantage on the attack roll.

ActionsMelee Weapon Attack: +2 to hit, reach 5 ft., one

target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeon-ing damage if used with two hands.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shalvus car-ries ten crossbow bolts.

Roleplaying InformationNalaskur Thaelond of Bargewright Inn has entrusted the shep-

swift rise through the Zhentarim ranks.

Ideal:Bond:Flaw:

LifferlasHuge plant, unaligned

Armor Class 13 (natural armor)Hit Points 59 (7d12 + 14)Speed 20 ft.

STR DEX CON INT WIS CHA 19 (+4) 6 (–2) 15 (+2) 10 (+0) 10 (+0) 7 (–2)

Damage VulnerabilitiesDamage Resistances bludgeoning, piercingSenses passive Perception 10Languages Common

False Appearance. indistinguishable from a normal tree.

ActionsMultiattack.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Roleplaying Information

Children like to carve their names and initials into his body and

Ideal:Bond: “Children are wonderful. I would do anything to make

them feel happy and safe.”Flaw:

mixed up.”

NPCs

ntarim ranks.

©2016. W

izards of the Coast LLC

. Permission is granted to photocopy this page for hom

e game use.

Page 5: Appendix D: Special NPCs

APPENDIX D | Special NPCs251

APAPAAPAPPEPEEENDNDNDNDNDN IXIXIXIX DD | Special

©20

16. W

izar

ds o

f the

Coa

st L

LC. P

erm

issi

on is

gra

nted

to p

hoto

copy

this

pag

e fo

r ho

me

gam

e us

e.

Zi LiangMedium humanoid (Shou human), chaotic good

Armor Class 15Hit Points 22 (5d8)Speed 40 ft.

STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 11 (+0) 14 (+2) 16 (+3) 11 (+0)

Skills Acrobatics +4, Athletics +3, Perception +5, Stealth +4Senses passive Perception 15Languages Common, Elvish, Goblin

Unarmored Defense. While Zi is wearing no armor and wielding

ActionsMultiattack. Zi makes two melee attacks.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Zi carries twenty sling stones.

Roleplaying InformationZi Liang is a devout worshiper of Chauntea, the Earth Mother.

Ideal:Chauntea will smile upon us.”

Bond:

done to protect it.”Flaw:

Miros XelbrinMedium humanoid (Damaran human), neutral good

Armor Class 10Hit Points 22 (4d8 + 4)Speed 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 11 (+0) 12 (+1) 14 (+2)

Skills Intimidation +4, Perception +3Senses passive Perception 13Languages Common

ActionsBearhug. Melee Weapon Attack: +5 to hit, reach 5 ft., one crea-ture. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13) and takes 5 (1d4 + 3) bludgeoning

ends. Miros cannot make attacks while grappling a creature.

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Miros carries ten crossbow bolts.

Roleplaying InformationInnkeeper Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Golden-

-tect the compound.

Ideal: “As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.”

Bond:or my employees!”

Flaw:into a rage.”

Page 6: Appendix D: Special NPCs

APPENDIX D | Special NPCs252

APAPPEEEENDNDNDNDNDIXI D | Special NPCs252525255222

©2016. W

izards of the Coast LLC

. Permission is granted to photocopy this page for hom

e game use.

Naxene DrathkalaMedium humanoid (Turami human), neutral good

Armor Class 10 (13 with mage armor)Hit Points 27 (6d8)Speed 30 ft.

STR DEX CON INT WIS CHA 8 (–1) 11 (+0) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Skills Arcana +5, History +5Senses passive Perception 11Languages Common, Draconic, Dwarvish, Elvish

Spellcasting. Naxene is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell at-tacks). She has the following wizard spells prepared:

Cantrips (at will): , light, mage hand, prestidigitation1st level (4 slots): mage armor, magic missile, shield2nd level (3 slots): misty step, suggestion3rd level (3 slots): , lightning bolt

Actions Melee Weapon Attack: +1 to hit, reach 5 ft., one target.

Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) bludgeon-ing damage if used with two hands.

Roleplaying Information

why the Watchful Order of Magists and Protectors sent Naxene

she regarded the task as a punishment, but now she appreci-ates the peace and quiet.

Ideal:Bond: “I have great respect for Lady Laeral Silverhand of Wa-

much-needed order to this lawless land.”Flaw:

Oren Yogilvy

Armor Class 11Hit Points 9 (2d6 + 2)Speed 25 ft.

STR DEX CON INT WIS CHA 8 (–1) 13 (+1) 12 (+1) 11 (+0) 10 (+0) 16 (+3)

Skills Perception +2, Performance +7, Persuasion +5Damage Resistances poisonSenses passive Perception 12Languages

Oren can move through the space of any creature that is of a size larger than his.

Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.

Stout Resilience. Oren has advantage on saving throws against poison.

ActionsDagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Oren carries four daggers.

Roleplaying Information

-

Ideal: “Music is food for the soul.”Bond:Flaw:

Page 7: Appendix D: Special NPCs

APPENDIX D | Special NPCs253

Darz HelgarMedium humanoid (Illuskan human), neutral

Armor Class 12Hit Points 27 (5d8 + 5)Speed 30 ft.

STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 11 (+0)

Skills Intimidation +2, Sleight of Hand +4, Stealth +4Senses passive Perception 10Languages Common

Sneak Attack (1/Turn). Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an

disadvantage on the attack roll.

ActionsShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Darz carries twenty sling stones.

Roleplaying Information

Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.

Ideal: Bond:

this time.”Flaw: “I have no regrets. I do whatever it takes to survive.”

APPENDIX D | Spe

Bond:this time.”

Flaw: “I have no regrets. I do whatever it takes to su

©20

16. W

izar

ds o

f the

Coa

st L

LC. P

erm

issi

on is

gra

nted

to p

hoto

copy

this

pag

e fo

r ho

me

gam

e us

e.

Darathra ShendrelMedium humanoid (Chondathan human), lawful good

Armor Class 14 (breastplate)Hit Points 52 (8d8 + 16)Speed 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Skills History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4

Senses passive Perception 12Languages Common

Brave. Darathra has advantage on saving throws against being frightened.

ActionsMultiattack. Darathra makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Da-rathra carries twenty crossbow bolts.

Roleplaying InformationAs the Lord Protector of Triboar and a secret agent of the Harp-ers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.

Ideal: “Good people should be given every chance to prosper, free of tyranny.”

Bond: Flaw:

Page 8: Appendix D: Special NPCs

APPENDIX D | Special NPCs254

APPENDIX D | Specialal NNPCPCs254

Narth TezrinMedium humanoid (Tethyrian human), chaotic good

Armor Class 12Hit Points 18 (4d8)Speed 30 ft.

STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Insight +4, Investigation +3, Perception +6, Persuasion +5Senses passive Perception 16Languages Common, Dwarvish

Cunning Action. On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.

ActionsShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Narth carries twenty crossbow bolts.

Roleplaying InformationNarth sells gear to adventurers, and he also has an adventur-ous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business

Ideal: “The bigger the risk, the greater the reward.”Bond: -

thing to impress her.”Flaw:

Urgala MeltimerMedium humanoid (Turami human), lawful good

Armor Class 12 (leather)Hit Points 58 (9d8 + 18)Speed 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 13 (+1)

Skills Athletics +5, Intimidation +3Senses passive Perception 12Languages Common, Giant

Giant Slayer. Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit.

ActionsMultiattack. Urgala makes two attacks with her morningstar or her shortbow.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 1) piercing damage. Urgala carries a quiver of twenty arrows.

Roleplaying InformationA retired adventurer, Urgala owns a respectable inn, the North-

homes destroyed. She has no tolerance for monsters or bullies.

Ideal: “We live in a violent world, and sometimes violence is necessary for survival.”

Bond:Flaw: “I know how treacherous and greedy adventurers can be.

©2016. W

izards of the Coast LLC

. Permission is granted to photocopy this page for hom

e game use.

Page 9: Appendix D: Special NPCs

APPENDIX D | Special NPCs255

Ghelryn FoehammerMedium humanoid (shield dwarf ), lawful good

Armor Class 14 (breastplate, shield)Hit Points 30 (4d8 + 12)Speed 25 ft.

STR DEX CON INT WIS CHA 18 (+4) 7 (–2) 17 (+3) 10 (+0) 11 (+0) 11 (+0)

Skills Athletics +6, Intimidation +2, Perception +2Damage Resistances poisonSenses darkvision 60 ft., passive Perception 12Languages Common, Dwarvish

Dwarven Resilience. Ghelryn has advantage on saving throws against poison.

Giant Slayer. Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit.

ActionsMultiattack. Ghelryn makes two battleaxe attacks.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-get. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Roleplaying InformationThe blacksmith Ghelryn has a good heart, but he hates orcs

the solemn duty of all dwarves to cave in their skulls!

Ideal: “It is incumbent upon every dwarf to forge a legacy.”Bond: “I stand for Clan Foehammer and all dwarvenkind.”Flaw:

orcs or giants.”

OthovirMedium humanoid (Illuskan human), lawful neutral

Armor Class 10 (13 with mage armor)Hit Points 16 (3d8 + 3)Speed 30 ft.

STR DEX CON INT WIS CHA 11 (+0) 10 (+0) 13 (+1) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5Senses passive Perception 12Languages Common, Elvish

Spellcasting. Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell at-tacks). He has the following sorcerer spells prepared:

Cantrips (at will): blade ward, , mending, prestidigitation1st level (3 slots): mage armor, thunderwave, witch bolt

ActionsRapier. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

ReactionsParry. Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon.

Roleplaying Information

family or where he came from. He cares about his business, his clients, and his good name.

Ideal: “Find what you do well, and do it to the best of your ability.”

Bond: Flaw: “I get angry when others pry into my private life.”

©20

16. W

izar

ds o

f the

Coa

st L

LC. P

erm

issi

on is

gra

nted

to p

hoto

copy

this

pag

e fo

r ho

me

gam

e us

e.

Page 10: Appendix D: Special NPCs

APPENDIX D | Special NPCs256

©2016. W

izards of the Coast LLC

. Permission is granted to photocopy this page for hom

e game use.

Storm GiantHuge giant

Armor Class 16 (scale mail)Hit Points 230 (20d12 + 100)Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9Damage Resistances coldDamage Immunities lightning, thunderSenses passive Perception 19Languages Common, Giant

Amphibious. The giant can breathe air and water.

Innate Spellcasting. Charisma (spell save DC 17). The giant can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light3/day each: control weather, water breathing

ActionsMultiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharges after a Short or Long Rest). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) light-ning damage on a failed save, or half as much damage on a successful one.

VaashaNeutral good storm giant ( female)

Skills Athletics +14, Perception +9, Survival +14

Roleplaying Information

speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is.

Ideal: quiet stillness of the ocean depths.”

Bond: with my dying breath.”

Flaw:

ShaldoorChaotic good storm giant ( female)

Skills Animal Handling +9, Athletics +14, Perception +9

Roleplaying InformationA skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines

Ideal: “Giants are made for war—storm giants most of all!”Bond: “Ostoria is gone, yet I long for the return of a mighty

giant empire.”Flaw: “I like to rain destruction down upon my enemies, and I

never show them mercy.”

OrlektoChaotic evil storm giant (male)

Skills Athletics +14, Deception +14, Perception +9

Roleplaying InformationOrlekto is in love with Princess Mirran and wants to see her become Queen of the Wyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself, Orlekto seizes it. Until then, he conceals his treacherous nature.

Ideal: “Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!”

Bond: “I serve Princess Mirran and her alone.”Flaw:

my honor.”

NimirLawful good storm giant (male)

Skills Athletics +14, Insight +8, Perception +9

Roleplaying InformationNimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir appar-ent, and it would never occur to him to question their orders.

Ideal:Bond: Flaw: “I never question orders.”

Instructions for the DM

If you want your players to run the storm giant NPCs in chapter 12, make four copies of the storm giant stat block on this page and distribute these stat blocks among your players. If you have more than four players, not every player will get a storm giant NPC to play.

Each player who receives a stat block should also receive a copy of one of the four smaller cards on this

-

one card each for Nimir, Orlekto, Shaldoor, and Vaasha. Make sure that the player who receives Orlekto’s card is comfortable running an evil, treacherous NPC.